UK Mortar Barrage Range
Posts: 42
Posts: 17914 | Subs: 8
Also the range of static emplacement will never be lower then mobile, cheaper units, so as long as ISG can have 115 range, mortar pit will never have less.
Posts: 673
It would both make Royal Arty more attractive and would improve "waychoosing" playstyle and design of UKF. If you taking non-arty doctrine - you won't rely on indirects too much anyway, use a lot of other units, which UKF have. If you taking arty doctrine - all kinds of arty at your service then, but... each mortar pit costs really a lot of MP, so you won't get a lot of other "agressive" units instead.
Yet, it would maybe cause a bit decreasing of price of mortar pit.
Posts: 1063
Posts: 1216
But that clearly seemed to be too much work for Relic to consider. If they make the most money when reaching Bronze, they sure as shit won't try any harder for Silver, let alone Gold.
Posts: 2066
Posts: 50
If its middle of a small map you could just bumrush and destroy it you know.
Also the range of static emplacement will never be lower then mobile, cheaper units, so as long as ISG can have 115 range, mortar pit will never have less.
Are you an idiot?
Posts: 609
Posts: 17914 | Subs: 8
Are you an idiot?
You certainly are one if you think otherwise.
Posts: 1585 | Subs: 1
There are many better ways to implement the mortar pit than currently which is just a no-brain unit designed to be entirely ignored by the player. Occasionally they need to hit brace.
All Brit emplacements need to be looked at in my opinion.
Posts: 3145 | Subs: 2
Katitof is right, mortar pits need longer range to deal with mobile indirect fire. Otherwise you could not build mortar pits at all.
There are many better ways to implement the mortar pit than currently which is just a no-brain unit designed to be entirely ignored by the player. Occasionally they need to hit brace.
All Brit emplacements need to be looked at in my opinion.
Mortar pit gets replaced by a mobile 3-inch mortar team, emplacement gets turned into a garrisonable structure like the trench that can accommodate 2 mortars instead of 1 like the trench, problem solved.
Nobody builds 17 pounders because of it's pop cap, mostly, the other 2 problems being it's price and size.
What do you suggest for the Bofors? It already locks out the AEC Mk. III, needs to be built and has a now nerfed suppression barrage, what else is there? At least I don't see as much whine topics about it as before the nerf.
I mean really, what do you do with it? It's a 360 degree platform that can fire on both air and land targets like the Flak 88 in CoH, except it costs 280 man power and 30 fuel and is in an emplacement (unlike the 88 which was a lone gun) and cannot be decrewed, and more nerfs and it's going to be useless while it already is if not properly supported, and the Brit player already has less shit to rely on in terms of numbers so making it even shittier and adding even more need to babysit it would put even more strain on the UKF man power.
Emplacements were made so because of the British low numbers high man power, mostly static and powerful units meant to hold the line, if they lose their powerful static units without a cost decrease and buff to or replacement with more mobile units they become a very ineffective Army, much more than OKW is now.
Posts: 1617
Posts: 207
How about removing the cancer pit and just adding a normal mortar?
+1 Plus the other emplacements should be removed because nobody uses the 17 pounder anyway and the Bofors has been and is a balance nightmare because is either unusable or OP as hell but im not sure what should replace it but these things will probably never happen because it would require Relic to actually do something not half assed because this is a result of sloppy design.
Posts: 93
If its middle of a small map you could just bumrush and destroy it you know.
Also the range of static emplacement will never be lower then mobile, cheaper units, so as long as ISG can have 115 range, mortar pit will never have less.
Exactly, against competent opponents, it is quite lucky to live through the mid game actually. It costs almost the same as 2 enemy units, which means that if you build it, you will probably be heavily outnumbered, therefore it will be relatively easy to rush. Building it early is risky because of rushing, building it later is VERY risky, because the enemy probably already has a counter. If it had lower range than ISG, what would be the reason to build it at all?
Posts: 1304 | Subs: 13
If you're all fearful of the pit being rendered useless, shorten the barrage cooldown so you have to micro it to actually do damage and clear position. Do this and fixing the fact its second mortar does less damage while barraging and it should be able to still hold back other indirect-fire assets early on. It'll probably do it better if the barrage cooled down faster allowing players who micro the pit to be rewarded more than those who simply toss it down at let it auto-fire for 115m.
Posts: 1304 | Subs: 13
Posts: 42
None of the stock indirect-fire should be able to engage targets past 80 in-game meters for the five faction, even with veterancy outside of their barrages. There should be some control for the further engagement ranges.
If you're all fearful of the pit being rendered useless, shorten the barrage cooldown so you have to micro it to actually do damage and clear position. Do this and fixing the fact its second mortar does less damage while barraging and it should be able to still hold back other indirect-fire assets early on. It'll probably do it better if the barrage cooled down faster allowing players who micro the pit to be rewarded more than those who simply toss it down at let it auto-fire for 115m.
Thank you miragefla, i completely agree with you, the sad part is that this mortar barrage shoots non stop the cooldown time is way too low, it keeps shooting like a canon, and 2 mortars shells at a time is too much especially when your healing in the base and theres no where to run.
Posts: 1930
Thank you miragefla, i completely agree with you, the sad part is that this mortar barrage shoots non stop the cooldown time is way too low, it keeps shooting like a canon, and 2 mortars shells at a time is too much especially when your healing in the base and theres no where to run.
are you referring to the mortar emplacement's autofire or its barrage ability? there's a difference.
the barrage ability on the mortar emplacement have a 75 second recharge time. Most people just use the autofire because there isn't much of an advantage to actually mirco the mortar emplacement.
Posts: 393
None of the stock indirect-fire should be able to engage targets past 80 in-game meters for the five faction, even with veterancy outside of their barrages. There should be some control for the further engagement ranges.
If you're all fearful of the pit being rendered useless, shorten the barrage cooldown so you have to micro it to actually do damage and clear position. Do this and fixing the fact its second mortar does less damage while barraging and it should be able to still hold back other indirect-fire assets early on. It'll probably do it better if the barrage cooled down faster allowing players who micro the pit to be rewarded more than those who simply toss it down at let it auto-fire for 115m.
This ^^
Posts: 1585 | Subs: 1
Mortar pit gets replaced by a mobile 3-inch mortar team, emplacement gets turned into a garrisonable structure like the trench that can accommodate 2 mortars instead of 1 like the trench, problem solved.
Nobody builds 17 pounders because of it's pop cap, mostly, the other 2 problems being it's price and size.
What do you suggest for the Bofors? It already locks out the AEC Mk. III, needs to be built and has a now nerfed suppression barrage, what else is there? At least I don't see as much whine topics about it as before the nerf.
I mean really, what do you do with it? It's a 360 degree platform that can fire on both air and land targets like the Flak 88 in CoH, except it costs 280 man power and 30 fuel and is in an emplacement (unlike the 88 which was a lone gun) and cannot be decrewed, and more nerfs and it's going to be useless while it already is if not properly supported, and the Brit player already has less shit to rely on in terms of numbers so making it even shittier and adding even more need to babysit it would put even more strain on the UKF man power.
Emplacements were made so because of the British low numbers high man power, mostly static and powerful units meant to hold the line, if they lose their powerful static units without a cost decrease and buff to or replacement with more mobile units they become a very ineffective Army, much more than OKW is now.
The mortar pit needs to be closely examined, its ability to deny area with zero micro input is disturbing.
The 17lber is a straight downgrade of the Pak 43, but I don't think it should ever have been brought into the game. At this point I would be ok with a Pak 43 clone, possibly requiring tech to unlock (Anvil?).
The Boffers is still too lethal against infantry, and in team games where another player can provide the mortar pit it can lock out areas too quickly and for too long. Its suppression barrage no longer kills weapon teams but it does seriously discourage any sort of attack. The unit has no business in this game, and I don't really have a solution for it.
My feeling about emplacements is that the game is worse off for having them.
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.943411.696-1
- 4.715.934+12
- 5.35659.858+2
- 6.273143.656+6
- 7.278108.720+29
- 8.307114.729+3
- 9.601237.717-2
- 10.10629.785+7
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
33 posts in the last month
Welcome our newest member, sunwinblack
Most online: 2043 users on 29 Oct 2023, 01:04 AM